This replaces the "refresh" menu option with a "force maintain" option.
Allows you to maintain the base even if it doesn't need it to either get
all your items in sync or if you are going away or similar.
Tested with:
dze_permanent plot true/false
z_singlecurrency true/false
Also fixes an undefined variable error in system_monitor that was
introduced
8f58baf3f2
Extends the displayName RSC width to the same as the description (Not
sure why this was so small, it truncated longer display names)
Added localization strings for all the supply crates so they were easier
to distinguish in the gear menu.
This fixes config errors for unknown animation sources for both
vehicles. The turrets do not have thermal capabilities and this restores
the missing co-pilot/observer seat in the UH1Y. Also I can't seem to get
the turret on the AH6X to rotate, but if someone knows how please leave
a comment or commit the changes. there's currently no overlay for the
observer of the AH6X since it can't move I feel it's limited enough
without an overlay like the UH1Y.
There is no point in having two variables for the same purpose.
It is also pointless to keep an action count tally like r_action_count
was doing, since it is only ever checked for being 0 or 1. Any count
higher or lower than that is irrelevant.
I will make this change in vanilla too.
AFAIK there is no performance difference between configFile and
missionConfigFile.
Using missionConfigFile by default simplifies loot scripts and makes the
extra config variable unnecessary. It's one less step for admins to
customize their tables.
* Plot / door management userlist sorting
This correctly sorts the nearby humans list in both mods, I have this
running on my 1051 server with no issues, @ebaydayz please advise if
this is not right, I've tested it pretty well and it is indeed selecting
the right person/UID
* Door/plot management fixes
As per @ebaydayz
* Adding display name for UH60M_MEV_EP1_DZ
* Adding 6 new Mi17 variants to config
Armed:
Mi17_TK_EP1
Mi17_UN_CDF_EP1
Mi17_CDF
Unarmed:
Mi17_medevac_CDF
Mi17_medevac_Ins
Mi17_medevac_RU
* Adding new line for Cessna.hpp
* Adding Cessna to the configs
That removes the radar function from the cessans.
* Adding 1 new An2 version to the config
* Adding 2 more HMMWVs to the config
Ive lowered the maxspeed from the HMMVW_DZ because all HMMWVs have a maxspeed of 100.
New classes:
HMMWV_Armored
HMMWV_M2
* Adding BRDM2 to configs
* Adding line for BRDM2_DZ.hpp
* Update after comments
* Update again
* Update BRDM2_DZ.hpp
* Update HMMWV.hpp
* Update HMMWV.hpp
80 is the same as the other high tier armored HMMWV above. 40 is the same as the low tier ones.
* Update HMMWV.hpp
* Update HMMWV.hpp
* Update BRDM2_DZ.hpp
* Update HMMWV.hpp
* Update CHANGE LOG 1.0.6.txt
* Update UH60.hpp
* Update Cessna_DZ.hpp
* Update Cessna_DZ.hpp
* Update NeutralAirplanes.hpp
* Update MI17.hpp
* Update AN2_DZ.hpp
These changes allow the player to sell upgraded vehicles with them not
being added to the trader (as to not polute the lists). This basically
refers to an upgraded vehicle as a child of the base vehicle so it will
get the same sell price as the base vehicle.
This still follows the original trading convention, the vehicle base
needs to be in the trader category, i.e you cant sell an armored SUV at
stary vehicle trader.
* Update stringtable.xml
Adding string support for AA12 ammo
* Update Rifles.hpp
Adding a few missing weapons.
* Update LMG.hpp
Adding one new LMG
* Update ShotgunAmmo.hpp
Adding AA12 ammo
* Update BanditAmmunition.hpp
Adding SCAR ammo
* Update BanditWeapons.hpp
Adding Mk17 Sniper and M110 NVG.
* Update FriendlyAssaultRifle.hpp
Adding Mk16 and L85 variations.
* Update FriendlyLightMachineGun.hpp
Adding L86A2 LSW
* Update NeutralBlackMarketAmmo.hpp
Adding new ammo AA12 and Mk17
* Update NeutralBlackMarketWeapons.hpp
Adding AA12 Shotgun and Mk17 variants.
* Update Weapons.hpp
Adding many new weapons.
* Update Ammo.hpp
Adding new AA12, Mk17 ammo to loot.
* Update AmmoBox.hpp
Adding SCAR ammo to eu2 box.
* Update Shotgun.hpp
Adding re-combine action for new AA12 ammo
* Update NeutralHelicopterUnarmed.hpp
Adding UH60M_MEV_EP1 to trader.
* Update NeutralBlackMarketAmmo.hpp
Removing AA12 HE
* Update Ammo.hpp
Comment out AA12 HE ammo
* Update Weapons.hpp
Lowering DMR spawnrate
* Updating strings for missing magazins
Adding new magazine names to make it similar to the dayz 1.8.7. names.
Adding
Mk17
M17 SD
M107
KSVK
L115
VSS
* Adding missing magazines and re-combine option
Mk17
Mk17 SD
* Adding missing magazines and re-combine option
M107
KSVK
L115
VSS
* Update stringtable.xml
Moved new strings to epoch package
* Update 762x51.hpp
Adding the SD indicator. I think the SB instead of SD is too confusing. So everyone knows it is SD ammo.
* Update FriendlyVehicleParts.hpp
Moving Mixed Oil to building supplies.
* Update FriendlyBuildingSupplies.hpp
Adding Mixed Oil.
* Update FriendlyToolbeltItems.hpp
Removing GPS, Range Finder and Night Vision from buylist. These items should be rare items and harder to find than other items.
* Update Generic.hpp
Adding some magazines
* Update Police.hpp
Adding Loot Group AmmoCivilian and removing magazines
* Update Industrial.hpp
Removing Sandbags, Wire and Tank Traps from normal Industrial spawn and moved them to Military Industrial- Lowering spawn chance of Planks, Consumable and Generic. Ive tested the new loot chances and they working fine.
* Update Hangar.hpp
Changing spawn chances of almost every item and adding PartEngine, PartGeneric, PartGlass to loot table. New hanger loot works good and feels much better than before.
* Update Military.hpp
Removing Loot Group Generic and Sandbags from Military and MilitarySpecial Loot. Adding Engine, Sandbags, Tank Traps, Wire and Loot Group Generic to MilitaryIndustrial. That works very well.
If you looting baracks and finding most of the time sandbags and generic loot it is frustrating. Now it feels better and more balanced.
* Update Military.hpp
Updating loot chances
* Added one new skin
* Added one new skin
* Added one new skin and class RepairVehicle
Added one new skin and class RepairVehicle: None { show = 0; };
* Added one new skin
* Added one new skin
* Update EpochSkins.hpp
* Added one new skin
* Added one new skin
* Added one new skin
* New Skins
Added all new skins to the loot table.
* Added new skins
* New skins for trading
* New skins for trading
* New skins for trading
* Added new skins
* Added new skins
* Strings for new skins
* Added new skins to player classes
* Added weight for new skins
This makes Block doorways and block garage door ways Cinder doorways and
Cinder garage door ways so they will be alphabetized properly.
It was always annoying having block doorways not near cinder stuff.
Vanilla development commit:
db96d1c8c5
Note: does not affect buildings with Epoch loot positions. Vanilla
positions are commented out on those buildings.
- Added proper handling of pistol mags and regular mags in gear to
prevent magazine overflow
- Added pre-check if return change will overflow gear + backpack free
space. If change will not fit in gear + backpack free space then buy is
prevented with a message notifying the player. In the case of a sale it
proceeds anyway, but notifies player if overflow occurs (see comments in
returnChange)
- Consolidated duplicate code for calculating free space and returning
cargo of an object into new calcFreeSpace
- Old calculateFreeSpace renamed to displayFreeSpace
- Added Weps/Mags/Bags icons to free slot numbers display
* Advanced trading tidying, spelling fixes, private fixes and string fixes.
Fixes snap building issue with metal floors
Fixed spelling mistakes in various scripts
Fixed formatting uglyness in various scripts
Fixed invalid private lines in various scripts
Changed Advanced trading so buying worked more like selling, You can't
select backpack if you don't have a pack nor can you select a vehicle if
you don't have a vehicle.
Removed some redundant strings from Advanced trading and changed a few
of the strings to be more englishy
Removed the ability to buy a backpack into your backpack (You cant do
this anyway)
Fixed a bug where if you had nothing in your backpack it would break the
checkArrayInConfig script so the titlebar would not refresh correctly
Removed slot counts on no backpack and no vehicle (No need for it, just
clutter)
Moved backpack/vehicle checking to z_at_getContainer.sqf
* Last part of tidyness fixes
Last part of tidyness fixes
* Actual backpack fix
Lets actually fix the buying backpack into backpack or backpack when you
already have one.
* Missing from commit
Missing from commit
The buying list now acts like a shopping cart. It is no longer cleared
when switching between categories or containers. Closing the dialog or
switching to sell mode still clears it.
Also fixed:
- Filter button in sell mode
- Bug where filtering sellable list readded items already moved to
selling list
- Visual price display not clearing when remove all button is used on
buying list
- Gear container picture showing rank instead of portrait in buy mode
- Dialog is no longer closed when trying to sell zero items
- LbCurSel is now reset when the buyable list is cleared
- Category is no longer opened onLbSelChanged. Instead you need to
double click or use the "View" button, so the arrow keys can be used for
selecting too.